Replace TRUE with GL_TRUE and FALSE with GL_FALSE where the type is

GLboolean.


git-svn-id: https://svn.code.sf.net/p/freeglut/code/trunk@352 7f0cb862-5218-0410-a997-914c9d46530a
This commit is contained in:
cjp 2003-11-15 19:06:28 +00:00
parent 06174f9086
commit 3f70f7bdf2
12 changed files with 197 additions and 194 deletions

View File

@ -52,7 +52,7 @@ void FGAPIENTRY glutDisplayFunc( void (* callback)( void ) )
fgError( "Fatal error in program. NULL display callback not "
"permitted in GLUT 3.0+ or freeglut 2.0.1+\n" );
SET_CALLBACK( Display );
fgStructure.Window->State.Redisplay = TRUE;
fgStructure.Window->State.Redisplay = GL_TRUE;
}
/*

View File

@ -42,7 +42,7 @@ void FGAPIENTRY glutPostRedisplay( void )
{
freeglut_assert_ready;
freeglut_assert_window;
fgStructure.Window->State.Redisplay = TRUE;
fgStructure.Window->State.Redisplay = GL_TRUE;
}
/*
@ -93,7 +93,7 @@ void FGAPIENTRY glutPostWindowRedisplay( int windowID )
freeglut_assert_ready;
window = fgWindowByID( windowID );
freeglut_return_if_fail( window );
window->State.Redisplay = TRUE;
window->State.Redisplay = GL_TRUE;
}
/*** END OF FILE ***/

View File

@ -262,7 +262,7 @@ GLboolean fghChangeDisplayMode( GLboolean haveToTest )
fgState.GameModeRefresh ) )
{
if( haveToTest )
return TRUE;
return GL_TRUE;
/*
* OKi, this is the display mode we have been looking for...
*/
@ -271,7 +271,7 @@ GLboolean fghChangeDisplayMode( GLboolean haveToTest )
fgDisplay.Screen,
displayModes[ i ]
);
return TRUE;
return GL_TRUE;
}
}
}
@ -279,7 +279,7 @@ GLboolean fghChangeDisplayMode( GLboolean haveToTest )
/*
* Something must have went wrong
*/
return FALSE;
return GL_FALSE;
# else
# warning fghChangeDisplayMode: missing XFree86 video mode extensions, game mode will not change screen resolution when activated
@ -288,7 +288,7 @@ GLboolean fghChangeDisplayMode( GLboolean haveToTest )
#elif TARGET_HOST_WIN32
unsigned int displayModes = 0, mode = 0xffffffff;
GLboolean success = FALSE;
GLboolean success = GL_FALSE;
/* HDC desktopDC; */
DEVMODE devMode;
@ -296,7 +296,7 @@ GLboolean fghChangeDisplayMode( GLboolean haveToTest )
* Enumerate the available display modes
* Try to get a complete match
*/
while( EnumDisplaySettings( NULL, displayModes, &devMode ) == TRUE )
while( EnumDisplaySettings( NULL, displayModes, &devMode ) )
{
/*
* Does the enumerated display mode match the user's preferences?
@ -319,7 +319,7 @@ GLboolean fghChangeDisplayMode( GLboolean haveToTest )
/*
* Enumerate the available display modes
*/
while( EnumDisplaySettings( NULL, displayModes, &devMode ) == TRUE )
while( EnumDisplaySettings( NULL, displayModes, &devMode ) )
{
/* then try without Display Frequency */
if( fghCheckDisplayMode( devMode.dmPelsWidth,
@ -413,11 +413,11 @@ void FGAPIENTRY glutGameModeString( const char* string )
int FGAPIENTRY glutEnterGameMode( void )
{
if( fgStructure.GameMode )
fgAddToWindowDestroyList( fgStructure.GameMode, TRUE );
fgAddToWindowDestroyList( fgStructure.GameMode, GL_TRUE );
else
fghRememberState( );
if( fghChangeDisplayMode( FALSE ) == FALSE )
if( ! fghChangeDisplayMode( GL_FALSE ) )
{
fgWarning( "failed to change screen settings" );
return FALSE;
@ -425,7 +425,7 @@ int FGAPIENTRY glutEnterGameMode( void )
fgStructure.GameMode = fgCreateWindow(
NULL, "FREEGLUT", 0, 0,
fgState.GameModeSize.X, fgState.GameModeSize.Y, TRUE
fgState.GameModeSize.X, fgState.GameModeSize.Y, GL_TRUE
);
#if TARGET_HOST_UNIX_X11
@ -534,7 +534,7 @@ void FGAPIENTRY glutLeaveGameMode( void )
{
freeglut_return_if_fail( fgStructure.GameMode );
fgAddToWindowDestroyList( fgStructure.GameMode, TRUE );
fgAddToWindowDestroyList( fgStructure.GameMode, GL_TRUE );
#if TARGET_HOST_UNIX_X11
@ -557,7 +557,7 @@ int FGAPIENTRY glutGameModeGet( GLenum eWhat )
return !!fgStructure.GameMode;
case GLUT_GAME_MODE_POSSIBLE:
return fghChangeDisplayMode( TRUE );
return fghChangeDisplayMode( GL_TRUE );
case GLUT_GAME_MODE_WIDTH:
return fgState.GameModeSize.X;

View File

@ -55,32 +55,32 @@ SFG_Display fgDisplay;
/*
* The settings for the current freeglut session
*/
SFG_State fgState = { { -1, -1, FALSE }, /* Position */
{ 300, 300, TRUE }, /* Size */
SFG_State fgState = { { -1, -1, GL_FALSE }, /* Position */
{ 300, 300, GL_TRUE }, /* Size */
GLUT_RGBA | GLUT_SINGLE | GLUT_DEPTH, /* DisplayMode */
FALSE, /* Initalized */
FALSE, /* ForceDirectContext */
TRUE, /* TryDirectContext */
FALSE, /* ForceIconic */
FALSE, /* UseCurrentContext */
FALSE, /* GLDebugSwitch */
FALSE, /* XSyncSwitch */
TRUE, /* IgnoreKeyRepeat */
GL_FALSE, /* Initalized */
GL_FALSE, /* ForceDirectContext */
GL_TRUE, /* TryDirectContext */
GL_FALSE, /* ForceIconic */
GL_FALSE, /* UseCurrentContext */
GL_FALSE, /* GLDebugSwitch */
GL_FALSE, /* XSyncSwitch */
GL_TRUE, /* IgnoreKeyRepeat */
0, /* FPSInterval */
0, /* SwapCount */
0, /* SwapTime */
#if TARGET_HOST_WIN32
{ 0, FALSE }, /* Time */
{ 0, GL_FALSE }, /* Time */
#else
{ { 0, 0 }, FALSE },
{ { 0, 0 }, GL_FALSE },
#endif
{ NULL, NULL }, /* Timers */
NULL, /* IdleCallback */
FALSE, /* BuildingAMenu */
GL_FALSE, /* BuildingAMenu */
0, /* ActiveMenus */
NULL, /* MenuStateCallback */
NULL, /* MenuStatusCallback */
{ 640, 480, TRUE }, /* GameModeSize */
{ 640, 480, GL_TRUE }, /* GameModeSize */
16, /* GameModeDepth */
72, /* GameModeRefresh */
GLUT_ACTION_EXIT, /* ActionOnWindowClose */
@ -239,31 +239,31 @@ void fgDeinitialize( void )
fgState.Position.X = -1;
fgState.Position.Y = -1;
fgState.Position.Use = FALSE;
fgState.Position.Use = GL_FALSE;
fgState.Size.X = 300;
fgState.Size.Y = 300;
fgState.Size.Use = TRUE;
fgState.Size.Use = GL_TRUE;
fgState.DisplayMode = GLUT_RGBA | GLUT_SINGLE | GLUT_DEPTH;
fgState.ForceDirectContext = FALSE;
fgState.TryDirectContext = TRUE;
fgState.ForceIconic = FALSE;
fgState.UseCurrentContext = FALSE;
fgState.GLDebugSwitch = FALSE;
fgState.XSyncSwitch = FALSE;
fgState.ForceDirectContext = GL_FALSE;
fgState.TryDirectContext = GL_TRUE;
fgState.ForceIconic = GL_FALSE;
fgState.UseCurrentContext = GL_FALSE;
fgState.GLDebugSwitch = GL_FALSE;
fgState.XSyncSwitch = GL_FALSE;
fgState.ActionOnWindowClose = GLUT_ACTION_EXIT ;
fgState.ExecState = GLUT_EXEC_STATE_INIT ;
fgState.IgnoreKeyRepeat = TRUE;
fgState.IgnoreKeyRepeat = GL_TRUE;
fgState.GameModeSize.X = 640;
fgState.GameModeSize.Y = 480;
fgState.GameModeDepth = 16;
fgState.GameModeRefresh = 72;
fgState.Time.Set = FALSE;
fgState.Time.Set = GL_FALSE;
fgState.Timers.First = fgState.Timers.Last = NULL;
fgState.IdleCallback = NULL;
@ -401,39 +401,39 @@ void FGAPIENTRY glutInit( int* pargc, char** argv )
}
else if( strcmp( argv[ i ], "-direct" ) == 0)
{
if( fgState.TryDirectContext == FALSE )
if( ! fgState.TryDirectContext )
fgError( "parameters ambiguity, -direct and -indirect "
"cannot be both specified" );
fgState.ForceDirectContext = TRUE;
fgState.ForceDirectContext = GL_TRUE;
argv[ i ] = NULL;
( *pargc )--;
}
else if( strcmp( argv[ i ], "-indirect" ) == 0 )
{
if( fgState.ForceDirectContext == TRUE )
if( fgState.ForceDirectContext )
fgError( "parameters ambiguity, -direct and -indirect "
"cannot be both specified" );
fgState.TryDirectContext = FALSE;
fgState.TryDirectContext = GL_FALSE;
argv[ i ] = NULL;
(*pargc)--;
}
else if( strcmp( argv[ i ], "-iconic" ) == 0 )
{
fgState.ForceIconic = TRUE;
fgState.ForceIconic = GL_TRUE;
argv[ i ] = NULL;
( *pargc )--;
}
else if( strcmp( argv[ i ], "-gldebug" ) == 0 )
{
fgState.GLDebugSwitch = TRUE;
fgState.GLDebugSwitch = GL_TRUE;
argv[ i ] = NULL;
( *pargc )--;
}
else if( strcmp( argv[ i ], "-sync" ) == 0 )
{
fgState.XSyncSwitch = TRUE;
fgState.XSyncSwitch = GL_TRUE;
argv[ i ] = NULL;
( *pargc )--;
}
@ -471,10 +471,10 @@ void FGAPIENTRY glutInit( int* pargc, char** argv )
* Check for the minus one settings for both position and size...
*/
if( fgState.Position.X < 0 || fgState.Position.Y < 0 )
fgState.Position.Use = FALSE;
fgState.Position.Use = GL_FALSE;
if( fgState.Size.X < 0 || fgState.Size.Y < 0 )
fgState.Size.Use = FALSE;
fgState.Size.Use = GL_FALSE;
if( displayName )
free( displayName );
@ -489,13 +489,13 @@ void FGAPIENTRY glutInitWindowPosition( int x, int y )
{
fgState.Position.X = x;
fgState.Position.Y = y;
fgState.Position.Use = TRUE;
fgState.Position.Use = GL_TRUE;
}
else
{
fgState.Position.X = -1;
fgState.Position.Y = -1;
fgState.Position.Use = FALSE;
fgState.Position.Use = GL_FALSE;
}
}
@ -508,13 +508,13 @@ void FGAPIENTRY glutInitWindowSize( int width, int height )
{
fgState.Size.X = width;
fgState.Size.Y = height;
fgState.Size.Use = TRUE;
fgState.Size.Use = GL_TRUE;
}
else
{
fgState.Size.X = -1;
fgState.Size.Y = -1;
fgState.Size.Use = FALSE;
fgState.Size.Use = GL_FALSE;
}
}

View File

@ -709,7 +709,7 @@ SFG_Window* fgCreateWindow( SFG_Window* parent, const char* title,
void fgSetWindow ( SFG_Window *window );
void fgOpenWindow( SFG_Window* window, const char* title,
int x, int y, int w, int h, GLboolean gameMode,
int isSubWindow );
GLboolean isSubWindow );
void fgCloseWindow( SFG_Window* window );
void fgAddToWindowDestroyList ( SFG_Window* window,
GLboolean needToClose );

View File

@ -185,7 +185,7 @@ static void fghJoystickRawRead( SFG_Joystick* joy, int* buttons, float* axes )
if( status != JOYERR_NOERROR )
{
joy->error = TRUE;
joy->error = GL_TRUE;
return;
}
@ -230,7 +230,7 @@ static void fghJoystickRawRead( SFG_Joystick* joy, int* buttons, float* axes )
}
fgWarning( "%s", joy->fname );
joy->error = TRUE;
joy->error = GL_TRUE;
return;
}
@ -261,7 +261,7 @@ static void fghJoystickRawRead( SFG_Joystick* joy, int* buttons, float* axes )
if( status != JS_RETURN )
{
fgWarning( "%s", joy->fname );
joy->error = TRUE;
joy->error = GL_TRUE;
return;
}
@ -394,7 +394,7 @@ static void fghJoystickOpen( SFG_Joystick* joy )
* I guess we have no axes at all
*/
default:
joy->error = TRUE;
joy->error = GL_TRUE;
break;
}
@ -508,7 +508,7 @@ static void fghJoystickOpen( SFG_Joystick* joy )
joy->center[ 1 ] == 512.0f );
if( counter >= 100 )
joy->error = TRUE;
joy->error = GL_TRUE;
# endif
for( i = 0; i < _JS_MAX_AXES; i++ )
@ -551,7 +551,7 @@ void fgJoystickInit( int ident )
break;
default:
fgJoystick->num_axes = 0;
fgJoystick->error = TRUE;
fgJoystick->error = GL_TRUE;
break;
}
#else
@ -579,7 +579,7 @@ void fgJoystickClose( void )
fgError( "illegal attempt to deinitialize joystick device" );
#ifndef WIN32
if( fgJoystick->error != TRUE )
if( ! fgJoystick->error )
close( fgJoystick->fd );
#endif

View File

@ -101,9 +101,9 @@ static void fghRedrawWindowByHandle
* XXX the {window} pointer is defined.
*/
freeglut_return_if_fail( FETCH_WCB( *window, Display ) );
freeglut_return_if_fail( window->State.Visible == TRUE );
freeglut_return_if_fail( window->State.Visible );
window->State.Redisplay = FALSE;
window->State.Redisplay = GL_FALSE;
INVOKE_WCB( *window, Display, ( ) );
}
@ -139,7 +139,7 @@ static void fghReshapeWindowByHandle
* But without this we get this bad behaviour whenever we resize the
* window.
*/
window->State.Redisplay = TRUE;
window->State.Redisplay = GL_TRUE;
if( window->IsMenu )
fgSetWindow( current_window );
@ -161,12 +161,12 @@ static void fghcbDisplayWindow( SFG_Window *window, SFG_Enumerator *enumerator )
* XXX loop if you didn't have a display callback defined...
*/
if( ( FETCH_WCB( *window, Display ) ) &&
( window->State.Redisplay == TRUE ) &&
( window->State.Visible == TRUE ) )
window->State.Redisplay &&
window->State.Visible )
{
SFG_Window *current_window = fgStructure.Window;
window->State.Redisplay = FALSE;
window->State.Redisplay = GL_FALSE;
INVOKE_WCB( *window, Display, ( ) );
fgSetWindow( current_window );
}
@ -185,7 +185,7 @@ static void fghcbDisplayWindow( SFG_Window *window, SFG_Enumerator *enumerator )
glutGet( GLUT_WINDOW_HEIGHT )
);
window->State.NeedToResize = FALSE;
window->State.NeedToResize = GL_FALSE;
fgSetWindow ( current_window );
}
@ -193,10 +193,10 @@ static void fghcbDisplayWindow( SFG_Window *window, SFG_Enumerator *enumerator )
* XXX See above comment about the Redisplay flag...
*/
if( ( FETCH_WCB( *window, Display ) ) &&
( window->State.Redisplay == TRUE ) &&
( window->State.Visible == TRUE ) )
window->State.Redisplay &&
window->State.Visible )
{
window->State.Redisplay = FALSE;
window->State.Redisplay = GL_FALSE;
RedrawWindow(
window->Window.Handle, NULL, NULL,
@ -216,7 +216,7 @@ static void fghDisplayAll( void )
{
SFG_Enumerator enumerator;
enumerator.found = FALSE;
enumerator.found = GL_FALSE;
enumerator.data = NULL;
fgEnumWindows( fghcbDisplayWindow, &enumerator );
@ -247,7 +247,7 @@ static void fghCheckJoystickPolls( void )
{
SFG_Enumerator enumerator;
enumerator.found = FALSE;
enumerator.found = GL_FALSE;
enumerator.data = NULL;
fgEnumWindows( fghcbCheckJoystickPolls, &enumerator );
@ -319,7 +319,7 @@ long fgElapsedTime( void )
#elif TARGET_HOST_WIN32
fgState.Time.Value = timeGetTime( );
#endif
fgState.Time.Set = TRUE;
fgState.Time.Set = GL_TRUE;
}
}
@ -385,7 +385,7 @@ static void fgCheckJoystickCallback( SFG_Window* w, SFG_Enumerator* e )
{
if( FETCH_WCB( *w, Joystick ) )
{
e->found = TRUE;
e->found = GL_TRUE;
e->data = w;
}
fgEnumSubWindows( w, fgCheckJoystickCallback, e );
@ -393,7 +393,7 @@ static void fgCheckJoystickCallback( SFG_Window* w, SFG_Enumerator* e )
static int fgHaveJoystick( void )
{
SFG_Enumerator enumerator;
enumerator.found = FALSE;
enumerator.found = GL_FALSE;
enumerator.data = NULL;
fgEnumWindows( fgCheckJoystickCallback, &enumerator );
return !!enumerator.data;
@ -402,7 +402,7 @@ static void fgHavePendingRedisplaysCallback( SFG_Window* w, SFG_Enumerator* e )
{
if( w->State.Redisplay )
{
e->found = TRUE;
e->found = GL_TRUE;
e->data = w;
}
fgEnumSubWindows( w, fgHavePendingRedisplaysCallback, e );
@ -410,7 +410,7 @@ static void fgHavePendingRedisplaysCallback( SFG_Window* w, SFG_Enumerator* e )
static int fgHavePendingRedisplays( void )
{
SFG_Enumerator enumerator;
enumerator.found = FALSE;
enumerator.found = GL_FALSE;
enumerator.data = NULL;
fgEnumWindows( fgHavePendingRedisplaysCallback, &enumerator );
return !!enumerator.data;
@ -532,7 +532,7 @@ void FGAPIENTRY glutMainLoopEvent( void )
GETWINDOW( xclient );
fgCloseWindow ( window );
fgAddToWindowDestroyList ( window, FALSE );
fgAddToWindowDestroyList ( window, GL_FALSE );
}
break;
@ -563,7 +563,7 @@ void FGAPIENTRY glutMainLoopEvent( void )
* This is sent to confirm the XDestroyWindow call.
* XXX WHY is this commented out? Should we re-enable it?
*/
/* fgAddToWindowDestroyList ( window, FALSE ); */
/* fgAddToWindowDestroyList ( window, GL_FALSE ); */
break;
case Expose:
@ -611,18 +611,18 @@ void FGAPIENTRY glutMainLoopEvent( void )
{
case VisibilityUnobscured:
INVOKE_WCB( *window, WindowStatus, ( GLUT_FULLY_RETAINED ) );
window->State.Visible = TRUE;
window->State.Visible = GL_TRUE;
break;
case VisibilityPartiallyObscured:
INVOKE_WCB( *window, WindowStatus,
( GLUT_PARTIALLY_RETAINED ) );
window->State.Visible = TRUE;
window->State.Visible = GL_TRUE;
break;
case VisibilityFullyObscured:
INVOKE_WCB( *window, WindowStatus, ( GLUT_FULLY_COVERED ) );
window->State.Visible = FALSE;
window->State.Visible = GL_FALSE;
break;
default:
@ -656,7 +656,7 @@ void FGAPIENTRY glutMainLoopEvent( void )
window->ActiveMenu->Window->State.MouseY =
event.xmotion.y_root - window->ActiveMenu->Y;
}
window->ActiveMenu->Window->State.Redisplay = TRUE;
window->ActiveMenu->Window->State.Redisplay = GL_TRUE;
fgSetWindow( window->ActiveMenu->ParentWindow );
break;
@ -680,11 +680,11 @@ void FGAPIENTRY glutMainLoopEvent( void )
case ButtonRelease:
case ButtonPress:
{
GLboolean pressed = TRUE;
GLboolean pressed = GL_TRUE;
int button;
if( event.type == ButtonRelease )
pressed = FALSE;
pressed = GL_FALSE;
/*
* A mouse button has been pressed or released. Traditionally,
@ -737,7 +737,7 @@ void FGAPIENTRY glutMainLoopEvent( void )
/* In the menu, invoke the callback and deactivate the menu*/
if( fgCheckActiveMenu( window->ActiveMenu->Window,
window->ActiveMenu ) == TRUE )
window->ActiveMenu ) )
{
/*
* Save the current window and menu and set the current
@ -767,7 +767,7 @@ void FGAPIENTRY glutMainLoopEvent( void )
*/
fgDeactivateMenu( window->ActiveMenu->ParentWindow );
window->State.Redisplay = TRUE;
window->State.Redisplay = GL_TRUE;
break;
}
@ -779,7 +779,7 @@ void FGAPIENTRY glutMainLoopEvent( void )
( window->Menu[ button ] ) &&
pressed )
{
window->State.Redisplay = TRUE;
window->State.Redisplay = GL_TRUE;
fgSetWindow( window );
fgActivateMenu( window, button );
break;
@ -1104,7 +1104,7 @@ LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam,
{
unsigned int current_DisplayMode = fgState.DisplayMode;
fgState.DisplayMode = GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH;
fgSetupPixelFormat( window, FALSE, PFD_MAIN_PLANE );
fgSetupPixelFormat( window, GL_FALSE, PFD_MAIN_PLANE );
fgState.DisplayMode = current_DisplayMode;
if( fgStructure.MenuContext )
@ -1124,9 +1124,9 @@ LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam,
}
else
{
fgSetupPixelFormat( window, FALSE, PFD_MAIN_PLANE );
fgSetupPixelFormat( window, GL_FALSE, PFD_MAIN_PLANE );
if( fgState.UseCurrentContext != TRUE )
if( ! fgState.UseCurrentContext )
window->Window.Context =
wglCreateContext( window->Window.Device );
else
@ -1138,7 +1138,7 @@ LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam,
}
}
window->State.NeedToResize = TRUE;
window->State.NeedToResize = GL_TRUE;
ReleaseDC( window->Window.Handle, window->Window.Device );
break;
@ -1221,8 +1221,8 @@ LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam,
break;
case WM_SHOWWINDOW:
window->State.Visible = TRUE;
window->State.Redisplay = TRUE;
window->State.Visible = GL_TRUE;
window->State.Redisplay = GL_TRUE;
break;
case WM_PAINT:
@ -1264,7 +1264,7 @@ LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam,
* Put on a linked list of windows to be removed after all the
* callbacks have returned
*/
fgAddToWindowDestroyList( window, FALSE );
fgAddToWindowDestroyList( window, GL_FALSE );
DestroyWindow( hWnd );
break;
@ -1281,7 +1281,7 @@ LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam,
if ( window->ActiveMenu )
{
window->State.Redisplay = TRUE;
window->State.Redisplay = GL_TRUE;
fgSetWindow ( window->ActiveMenu->ParentWindow );
break;
}
@ -1308,7 +1308,7 @@ LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam,
case WM_MBUTTONUP:
case WM_RBUTTONUP:
{
GLboolean pressed = TRUE;
GLboolean pressed = GL_TRUE;
int button;
window->State.MouseX = LOWORD( lParam );
@ -1317,7 +1317,7 @@ LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam,
/*
* XXX Either these multi-statement lines should be broken
* XXX in the form:
* XXX pressed = TRUE;
* XXX pressed = GL_TRUE;
* XXX button = GLUT_LEFT_BUTTON;
* XXX break;
* XXX ...or we should use a macro (much as I dislike freeglut's
@ -1326,19 +1326,19 @@ LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam,
switch( uMsg )
{
case WM_LBUTTONDOWN:
pressed = TRUE; button = GLUT_LEFT_BUTTON; break;
pressed = GL_TRUE; button = GLUT_LEFT_BUTTON; break;
case WM_MBUTTONDOWN:
pressed = TRUE; button = GLUT_MIDDLE_BUTTON; break;
pressed = GL_TRUE; button = GLUT_MIDDLE_BUTTON; break;
case WM_RBUTTONDOWN:
pressed = TRUE; button = GLUT_RIGHT_BUTTON; break;
pressed = GL_TRUE; button = GLUT_RIGHT_BUTTON; break;
case WM_LBUTTONUP:
pressed = FALSE; button = GLUT_LEFT_BUTTON; break;
pressed = GL_FALSE; button = GLUT_LEFT_BUTTON; break;
case WM_MBUTTONUP:
pressed = FALSE; button = GLUT_MIDDLE_BUTTON; break;
pressed = GL_FALSE; button = GLUT_MIDDLE_BUTTON; break;
case WM_RBUTTONUP:
pressed = FALSE; button = GLUT_RIGHT_BUTTON; break;
pressed = GL_FALSE; button = GLUT_RIGHT_BUTTON; break;
default:
pressed = FALSE; button = -1; break;
pressed = GL_FALSE; button = -1; break;
}
if( GetSystemMetrics( SM_SWAPBUTTON ) )
@ -1374,9 +1374,9 @@ LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam,
if( window->ActiveMenu )
{
/* Outside the menu, deactivate the menu if it's a downclick */
if( fgCheckActiveMenu( window, window->ActiveMenu ) != TRUE )
if( ! fgCheckActiveMenu( window, window->ActiveMenu ) )
{
if( pressed == TRUE )
if( pressed )
fgDeactivateMenu( window->ActiveMenu->ParentWindow );
}
else /* In menu, invoke the callback and deactivate the menu*/
@ -1405,14 +1405,14 @@ LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam,
* click and menu activity.
*/
if( ! window->IsMenu )
window->State.Redisplay = TRUE;
window->State.Redisplay = GL_TRUE;
break;
}
if( ( window->Menu[ button ] ) && ( pressed == TRUE ) )
if ( window->Menu[ button ] && pressed )
{
window->State.Redisplay = TRUE;
window->State.Redisplay = GL_TRUE;
fgSetWindow( window );
fgActivateMenu( window, button );
@ -1428,7 +1428,7 @@ LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam,
INVOKE_WCB(
*window, Mouse,
( button,
pressed == TRUE ? GLUT_DOWN : GLUT_UP,
pressed ? GLUT_DOWN : GLUT_UP,
window->State.MouseX,
window->State.MouseY
)
@ -1713,7 +1713,7 @@ LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam,
case WM_SYNCPAINT: /* 0x0088 */
/* Another window has moved, need to update this one */
window->State.Redisplay = TRUE;
window->State.Redisplay = GL_TRUE;
lRet = DefWindowProc( hWnd, uMsg, wParam, lParam );
/* Help screen says this message must be passed to "DefWindowProc" */
break;

View File

@ -124,7 +124,7 @@ static GLboolean fghCheckMenuStatus( SFG_Window* window, SFG_Menu* menu )
menuEntry;
menuEntry = (SFG_MenuEntry *)menuEntry->Node.Next )
{
if( menuEntry->SubMenu && ( menuEntry->IsActive == TRUE ) )
if( menuEntry->SubMenu && menuEntry->IsActive )
{
/*
* OK, have the sub-menu checked, too. If it returns TRUE, it
@ -138,9 +138,9 @@ static GLboolean fghCheckMenuStatus( SFG_Window* window, SFG_Menu* menu )
* Reactivate the submenu as the checkMenuStatus may have turned
* it off if the mouse is in its parent menu entry.
*/
menuEntry->SubMenu->IsActive = TRUE;
if ( return_status == TRUE )
return TRUE;
menuEntry->SubMenu->IsActive = GL_TRUE;
if ( return_status )
return GL_TRUE;
}
}
@ -153,9 +153,9 @@ static GLboolean fghCheckMenuStatus( SFG_Window* window, SFG_Menu* menu )
for( menuEntry = (SFG_MenuEntry *)menu->Entries.First;
menuEntry;
menuEntry = (SFG_MenuEntry *)menuEntry->Node.Next )
menuEntry->IsActive = FALSE;
menuEntry->IsActive = GL_FALSE;
menu->IsActive = FALSE;
menu->IsActive = GL_FALSE;
/*
* Check if the mouse cursor is contained within the current menu box
@ -174,7 +174,7 @@ static GLboolean fghCheckMenuStatus( SFG_Window* window, SFG_Menu* menu )
menuEntry = fghFindMenuEntry( menu, menuID + 1 );
assert( menuEntry );
menuEntry->IsActive = TRUE;
menuEntry->IsActive = GL_TRUE;
menuEntry->Ordinal = menuID;
/*
@ -187,7 +187,7 @@ static GLboolean fghCheckMenuStatus( SFG_Window* window, SFG_Menu* menu )
fgDeactivateSubMenu( menu->ActiveEntry );
menu->ActiveEntry = menuEntry;
menu->IsActive = TRUE;
menu->IsActive = GL_TRUE;
/*
* OKi, we have marked that entry as active, but it would be also
@ -203,7 +203,7 @@ static GLboolean fghCheckMenuStatus( SFG_Window* window, SFG_Menu* menu )
/*
* Set up the initial menu position now...
*/
menuEntry->SubMenu->IsActive = TRUE;
menuEntry->SubMenu->IsActive = GL_TRUE;
/*
* Set up the initial submenu position now:
@ -239,19 +239,19 @@ static GLboolean fghCheckMenuStatus( SFG_Window* window, SFG_Menu* menu )
/*
* Activate it because its parent entry is active
*/
menuEntry->SubMenu->IsActive = TRUE;
menuEntry->SubMenu->IsActive = GL_TRUE;
}
/*
* Report back that we have caught the menu cursor
*/
return TRUE;
return GL_TRUE;
}
/*
* Looks like the menu cursor is somewhere else...
*/
return FALSE;
return GL_FALSE;
}
/*
@ -307,7 +307,7 @@ static void fghDisplayMenuBox( SFG_Menu* menu )
/*
* Has the menu been marked as active, maybe?
*/
if( menuEntry->IsActive == TRUE )
if( menuEntry->IsActive )
{
/*
* That's truly right, and we need to have it highlighted.
@ -397,7 +397,7 @@ static void fghDisplayMenuBox( SFG_Menu* menu )
/*
* Is that an active sub menu by any case?
*/
if( menuEntry->SubMenu && ( menuEntry->IsActive == TRUE ) )
if( menuEntry->SubMenu && menuEntry->IsActive )
{
/*
* Yeah, indeed. Have it redrawn now:
@ -495,7 +495,7 @@ void fgActivateMenu( SFG_Window* window, int button )
* Mark the menu as active, so that it gets displayed:
*/
window->ActiveMenu = menu;
menu->IsActive = TRUE;
menu->IsActive = GL_TRUE;
fgState.ActiveMenus++;
/*
@ -552,7 +552,7 @@ void fgExecuteMenuCallback( SFG_Menu* menu )
menuEntry;
menuEntry = (SFG_MenuEntry *)menuEntry->Node.Next)
{
if( menuEntry->IsActive == TRUE )
if( menuEntry->IsActive )
{
if( menuEntry->SubMenu )
fgExecuteMenuCallback( menuEntry->SubMenu );
@ -593,7 +593,7 @@ void fgDeactivateMenu( SFG_Window *window )
*/
menu->Window->ActiveMenu = NULL;
menu->ParentWindow->ActiveMenu = NULL;
menu->IsActive = FALSE;
menu->IsActive = GL_FALSE;
fgState.ActiveMenus--;
@ -631,7 +631,7 @@ void fgDeactivateSubMenu( SFG_MenuEntry *menuEntry )
* Forget about having that menu active anymore, now:
*/
menuEntry->SubMenu->Window->ActiveMenu = NULL;
menuEntry->SubMenu->IsActive = FALSE;
menuEntry->SubMenu->IsActive = GL_FALSE;
/*
* Hide all submenu windows, and the root menu's window.

View File

@ -99,7 +99,7 @@ void FGAPIENTRY glutReportErrors( void )
*/
void FGAPIENTRY glutIgnoreKeyRepeat( int ignore )
{
fgState.IgnoreKeyRepeat = ignore ? TRUE : FALSE;
fgState.IgnoreKeyRepeat = ignore ? GL_TRUE : GL_FALSE;
}
/*

View File

@ -105,7 +105,7 @@ void FGAPIENTRY glutSetOption( GLenum eWhat, int value )
case GLUT_RENDERING_CONTEXT:
fgState.UseCurrentContext =
( value == GLUT_USE_CURRENT_CONTEXT ) ? TRUE : FALSE;
( value == GLUT_USE_CURRENT_CONTEXT ) ? GL_TRUE : GL_FALSE;
break;
case GLUT_WINDOW_CURSOR:
@ -400,7 +400,8 @@ int FGAPIENTRY glutGet( GLenum eWhat )
return ( GetSystemMetrics( SM_CYCAPTION ) ) ;
case GLUT_DISPLAY_MODE_POSSIBLE:
return( fgSetupPixelFormat( fgStructure.Window, TRUE, PFD_MAIN_PLANE ) );
return( fgSetupPixelFormat( fgStructure.Window, GL_TRUE,
PFD_MAIN_PLANE ) );
case GLUT_WINDOW_FORMAT_ID:
if( fgStructure.Window != NULL )
@ -620,7 +621,8 @@ int FGAPIENTRY glutLayerGet( GLenum eWhat )
#elif TARGET_HOST_WIN32
case GLUT_OVERLAY_POSSIBLE:
/* return( fgSetupPixelFormat( fgStructure.Window, TRUE, PFD_OVERLAY_PLANE ) ); */
/* return( fgSetupPixelFormat( fgStructure.Window, GL_TRUE,
PFD_OVERLAY_PLANE ) ); */
return FALSE ;
case GLUT_LAYER_IN_USE:

View File

@ -113,7 +113,7 @@ SFG_Window* fgCreateWindow( SFG_Window* parent, const char* title,
* dependant, and resides in freeglut_window.c. Uses fgState.
*/
fgOpenWindow( window, title, x, y, w, h, gameMode,
(parent != NULL) ? TRUE : FALSE );
parent ? GL_TRUE : GL_FALSE );
return window;
}
@ -146,9 +146,9 @@ SFG_Menu* fgCreateMenu( FGCBMenu menuCallback )
* global variable BuildingAMenu to true so we can ensure
* it is created without decorations.
*/
fgState.BuildingAMenu = TRUE;
fgState.BuildingAMenu = GL_TRUE;
fgCreateWindow( NULL, NULL, x, y, w, h, FALSE );
fgCreateWindow( NULL, NULL, x, y, w, h, GL_FALSE );
menu->Window = fgStructure.Window;
glutDisplayFunc( fgDisplayMenu );
@ -156,7 +156,7 @@ SFG_Menu* fgCreateMenu( FGCBMenu menuCallback )
* While BuildingAMenu is true, all windows built have no decorations.
* That's not a good default behavior, so let's set it false again.
*/
fgState.BuildingAMenu = FALSE;
fgState.BuildingAMenu = GL_FALSE;
glutHideWindow( ); /* Hide the window for now */
fgSetWindow( current_window );
@ -318,7 +318,7 @@ void fgDestroyWindow( SFG_Window* window, GLboolean needToClose )
}
fgClearCallBacks( window );
if( needToClose == TRUE )
if( needToClose )
fgCloseWindow( window );
free( window );
if( fgStructure.Window == window )
@ -425,7 +425,7 @@ void fgDestroyMenu( SFG_Menu* menu )
if( fgStructure.Window == menu->Window )
fgSetWindow( menu->ParentWindow );
fgDestroyWindow( menu->Window, TRUE );
fgDestroyWindow( menu->Window, GL_TRUE );
fgListRemove( &fgStructure.Menus, &menu->Node );
if( fgStructure.Menu == menu )
fgStructure.Menu = NULL;
@ -470,7 +470,7 @@ void fgDestroyStructure( void )
fgDestroyMenu( menu );
while( window = ( SFG_Window * )fgStructure.Windows.First )
fgDestroyWindow( window, TRUE );
fgDestroyWindow( window, GL_TRUE );
}
/*
@ -491,7 +491,7 @@ void fgEnumWindows( FGCBenumerator enumCallback, SFG_Enumerator* enumerator )
window = ( SFG_Window * )window->Node.Next )
{
enumCallback( window, enumerator );
if( enumerator->found == TRUE )
if( enumerator->found )
return;
}
}
@ -513,7 +513,7 @@ void fgEnumSubWindows( SFG_Window* window, FGCBenumerator enumCallback,
child = ( SFG_Window * )child->Node.Next )
{
enumCallback( child, enumerator );
if( enumerator->found == TRUE )
if( enumerator->found )
return;
}
}
@ -524,7 +524,8 @@ void fgEnumSubWindows( SFG_Window* window, FGCBenumerator enumCallback,
static void fghcbWindowByHandle( SFG_Window *window,
SFG_Enumerator *enumerator )
{
freeglut_return_if_fail( enumerator->found == FALSE );
if ( enumerator->found )
return;
#if TARGET_HOST_UNIX_X11
#define WBHANDLE (Window)
@ -537,7 +538,7 @@ static void fghcbWindowByHandle( SFG_Window *window,
*/
if( window->Window.Handle == WBHANDLE (enumerator->data) )
{
enumerator->found = TRUE;
enumerator->found = GL_TRUE;
enumerator->data = window;
return;
@ -568,11 +569,11 @@ SFG_Window* fgWindowByHandle
/*
* This is easy and makes use of the windows enumeration defined above
*/
enumerator.found = FALSE;
enumerator.found = GL_FALSE;
enumerator.data = (void *)hWindow;
fgEnumWindows( fghcbWindowByHandle, &enumerator );
if( enumerator.found == TRUE )
if( enumerator.found )
return( SFG_Window *) enumerator.data;
return NULL;
}
@ -585,14 +586,15 @@ static void fghcbWindowByID( SFG_Window *window, SFG_Enumerator *enumerator )
/*
* Make sure we do not overwrite our precious results...
*/
freeglut_return_if_fail( enumerator->found == FALSE );
if ( enumerator->found )
return;
/*
* Check the window's handle. Hope this works. Looks ugly. That's for sure.
*/
if( window->ID == (int) (enumerator->data) ) /* XXX int/ptr conversion! */
{
enumerator->found = TRUE;
enumerator->found = GL_TRUE;
enumerator->data = window;
return;
@ -616,10 +618,10 @@ SFG_Window* fgWindowByID( int windowID )
/*
* Uses a method very similiar for fgWindowByHandle...
*/
enumerator.found = FALSE;
enumerator.found = GL_FALSE;
enumerator.data = (void *) windowID; /* XXX int/pointer conversion! */
fgEnumWindows( fghcbWindowByID, &enumerator );
if( enumerator.found == TRUE )
if( enumerator.found )
return( SFG_Window *) enumerator.data;
return NULL;
}

View File

@ -66,7 +66,7 @@ XVisualInfo* fgChooseVisual( void )
{
#define BUFFER_SIZES 6
int bufferSize[BUFFER_SIZES] = { 16, 12, 8, 4, 2, 1 };
GLboolean wantIndexedMode = FALSE;
GLboolean wantIndexedMode = GL_FALSE;
int attributes[ 32 ];
int where = 0;
@ -83,7 +83,7 @@ XVisualInfo* fgChooseVisual( void )
if( fgState.DisplayMode & GLUT_INDEX )
{
ATTRIB_VAL( GLX_BUFFER_SIZE, 8 );
wantIndexedMode = TRUE;
wantIndexedMode = GL_TRUE;
}
else
{
@ -121,7 +121,7 @@ XVisualInfo* fgChooseVisual( void )
*/
ATTRIB( None );
if( wantIndexedMode == FALSE )
if( ! wantIndexedMode )
return glXChooseVisual( fgDisplay.Display, fgDisplay.Screen,
attributes );
else
@ -204,10 +204,10 @@ GLboolean fgSetupPixelFormat( SFG_Window* window, GLboolean checkOnly,
pixelformat = ChoosePixelFormat( window->Window.Device, ppfd );
if( pixelformat == 0 )
return FALSE;
return GL_FALSE;
if( checkOnly )
return TRUE;
return GL_TRUE;
return SetPixelFormat( window->Window.Device, pixelformat, ppfd );
}
#endif
@ -249,7 +249,7 @@ void fgSetWindow ( SFG_Window *window )
*/
void fgOpenWindow( SFG_Window* window, const char* title,
int x, int y, int w, int h,
GLboolean gameMode, int isSubWindow )
GLboolean gameMode, GLboolean isSubWindow )
{
#if TARGET_HOST_UNIX_X11
XSetWindowAttributes winAttr;
@ -370,7 +370,7 @@ void fgOpenWindow( SFG_Window* window, const char* title,
NULL, fgState.ForceDirectContext | fgState.TryDirectContext
);
}
else if ( fgState.UseCurrentContext == TRUE )
else if ( fgState.UseCurrentContext )
{
window->Window.Context = glXGetCurrentContext();
@ -401,12 +401,12 @@ void fgOpenWindow( SFG_Window* window, const char* title,
* XXX Assume the new window is visible by default
* XXX Is this a safe assumption?
*/
window->State.Visible = TRUE;
window->State.Visible = GL_TRUE;
sizeHints.flags = 0;
if (fgState.Position.Use == TRUE)
if ( fgState.Position.Use )
sizeHints.flags |= USPosition;
if (fgState.Size.Use == TRUE)
if ( fgState.Size.Use )
sizeHints.flags |= USSize;
/*
@ -423,8 +423,7 @@ void fgOpenWindow( SFG_Window* window, const char* title,
sizeHints.height = h;
wmHints.flags = StateHint;
wmHints.initial_state =
(fgState.ForceIconic == FALSE) ? NormalState : IconicState;
wmHints.initial_state = fgState.ForceIconic ? IconicState : NormalState;
/*
* Prepare the window and iconified window names...
@ -460,7 +459,7 @@ void fgOpenWindow( SFG_Window* window, const char* title,
atom = GetClassInfo( fgDisplay.Instance, "FREEGLUT", &wc );
assert( atom != 0 );
if( gameMode != FALSE )
if( gameMode )
{
assert( window->Parent == NULL );
@ -484,12 +483,12 @@ void fgOpenWindow( SFG_Window* window, const char* title,
GetSystemMetrics( SM_CYCAPTION );
}
if( fgState.Position.Use == FALSE )
if( ! fgState.Position.Use )
{
x = CW_USEDEFAULT;
y = CW_USEDEFAULT;
}
if( fgState.Size.Use == FALSE )
if( ! fgState.Size.Use )
{
w = CW_USEDEFAULT;
h = CW_USEDEFAULT;
@ -574,7 +573,7 @@ void fgCloseWindow( SFG_Window* window )
int FGAPIENTRY glutCreateWindow( const char* title )
{
return fgCreateWindow( NULL, title, fgState.Position.X, fgState.Position.Y,
fgState.Size.X, fgState.Size.Y, FALSE )->ID;
fgState.Size.X, fgState.Size.Y, GL_FALSE )->ID;
}
/*
@ -588,7 +587,7 @@ int FGAPIENTRY glutCreateSubWindow( int parentID, int x, int y, int w, int h )
freeglut_assert_ready;
parent = fgWindowByID( parentID );
freeglut_return_val_if_fail( parent != NULL, 0 );
window = fgCreateWindow( parent, "", x, y, w, h, FALSE );
window = fgCreateWindow( parent, "", x, y, w, h, GL_FALSE );
return window->ID;
}
@ -601,7 +600,7 @@ void FGAPIENTRY glutDestroyWindow( int windowID )
freeglut_return_if_fail( window != NULL );
{
fgExecutionState ExecState = fgState.ExecState;
fgAddToWindowDestroyList( window, TRUE );
fgAddToWindowDestroyList( window, GL_TRUE );
fgState.ExecState = ExecState;
}
}
@ -658,7 +657,7 @@ void FGAPIENTRY glutShowWindow( void )
#endif
fgStructure.Window->State.Redisplay = TRUE;
fgStructure.Window->State.Redisplay = GL_TRUE;
}
/*
@ -684,7 +683,7 @@ void FGAPIENTRY glutHideWindow( void )
#endif
fgStructure.Window->State.Redisplay = FALSE;
fgStructure.Window->State.Redisplay = GL_FALSE;
}
/*
@ -707,7 +706,7 @@ void FGAPIENTRY glutIconifyWindow( void )
#endif
fgStructure.Window->State.Redisplay = FALSE;
fgStructure.Window->State.Redisplay = GL_FALSE;
}
/*